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- Implementation of this logic exists within the p4 library, but is required to be reimplemented by any custom filesystem implementations. - Add header for gzip.h utility class used by regular implementation so we can duplicate the logic for our overriden impl. - Move output folder for compiled binaries under Engine/Binaries. #preflight none [CL 19309319 by Ben Marsh in ue5-main branch]
26 lines
764 B
Makefile
26 lines
764 B
Makefile
# EpicGames.Perforce.Native
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OBJDIR=obj/linux-x64/Release
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OUTDIR=../../../../Binaries/DotNET/EpicGames.Perforce.Native/linux-x64/Release
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CXXFLAGS=-fPIC -std=c++14 -O1 -I../../../ThirdParty/Perforce/p4api-2018.1/Include/Linux/p4
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LIBPATH=../../../ThirdParty/Perforce/p4api-2018.1/Lib/Linux
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LIBS=$(LIBPATH)/libclient.a $(LIBPATH)/librpc.a $(LIBPATH)/libsupp.a -lssl -lcrypto -lpthread -ldl -lstdc++ -L../../../ThirdParty/OpenSSL/1.1.1c/lib/Unix/x86_64-unknown-linux-gnu
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all: clean build
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build: $(OBJDIR)/Client.o
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mkdir -p $(OUTDIR)/
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$(CC) $(LDFLAGS) -shared -o $(OUTDIR)/EpicGames.Perforce.Native.so $^ $(LIBS)
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clean:
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rm -rf $(OBJDIR)/
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rm -rf $(OUTDIR)/
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$(OBJDIR):
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mkdir -p $(OBJDIR)
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$(OBJDIR)/%.o: %.cpp | $(OBJDIR)
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$(CC) $(CXXFLAGS) -c -o $@ $<
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